Paladin
Base Class: Paladin

As a devout soldier of Dionysus, this Paladin fights with the grace of the Will to Power, through intoxicating might. 

Channel Divinity

Ecstatic Melody. You can use your Channel Divinity to invoke an out of body experience for your allies, giving them the agile nature of a midsummer dance. As an action, you grant a number of your allies equal to your spell casting modifier a bonus to AC equal to half of your proficiency modifier rounded down. Allies must be able to hear you. This effect lasts for one minute. 

The Fruit of Ancient Knowledge. The grace of Dionysus bathes you in intoxicating favor. For ten minutes, you have expertise on Intelligence Checks, and advantage on Charisma (Performance) Checks. 

 

Oath of Dionysus Spells Table

At 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Oath of Dionysus Spells table. Each spell counts as a Paladin spell for you, but it doesn't count against the number of Paladin spells you know.

3rd Level - Entangle, Unearthly Chorus (UA)

5th Level - Enhance Ability, Wither and Bloom

9th Level - Hunger of Hadar, Hypnotic Pattern

13th Level - Grasping Vine, Hallucinatory Terrain

17th Level - Dispel Good and Evil, Wrath of Nature 

Aura of Intoxication

The gift of the vine is passed instantly. Starting at 6th level, you emit an aura of intoxicating bliss. When you strike a creature with an attack, they must make a charisma saving throw. On a failed save, the creature is charmed by you for one minute. The charmed creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. 

Beyond Good and Evil

You may force a creatures with an alignment of Good or Evil that can hear and see you to make a charisma saving throw. The DM does not have to tell you what alignment the creature has before you initiate this ability, and the ability has no effect if the creature has a Neutral alignment. On a failed save, the creature is under the effect of the Confusion spell. On a successful save the creature is not effected by Confusion. Additionally, if the save is made by a creature with a Good Alignment, the creature learns one secret about you. If the creature has an Evil Alignment, it learns the location of someone you love. This ability does not require concentration. This ability does not expend a spell slot. The saving throw for this ability is charisma. You may use this ability a number of times equal to your proficiency score. You regain the uses of this ability after a long rest. 

Dionysian Might

Once per long rest, when you drink wine, you may enter a state of pure Will for ten minutes and gain the following abilities:

  • Once per turn, when you hit a creature, it must roll a d6. The creature gains the corresponding number in levels exhaustion. If a creature attains levels of exhaustion through this attack again, levels of exhaustion can be gained up to level 4. Exhaustion levels of 5 or 6 may only be attained if the number is rolled on the dice. If a 6 is rolled, you gain hit points equal to half the total hit points of the creature, up to your hit point maximum. If you have full health, you may transfer these hit points to an ally as temporary hit points. 
  • You gain the ability to cast Tenser's Transformation only on yourself as a bonus action. This ability does not require the use of a spell slot, and ends when Dionysian Might ends.  
  • Your Wisdom and Charisma scores becomes 22.
  • Dionysian Might cannot be dismissed until the 10 minutes have passed. After the effects of this ability wear off, roll a d20 with a DC 6. The DC of this ability increases by 1 each time this ability is used successfully. This elevated DC does not reset until a failed roll. On a failed roll, you become stricken with madness.
    • To determine the degree of madness, roll a d6. 
      • 1-2 - Roll a d100 for Short Term madness and refer to the Madness table for the effect. 
      • 3-4 - Roll a d100 for Long Term madness and refer to the Madness table for the effect. 
      • 5-6 - Roll for indefinite madness and refer to the Madness table for the effect. 
        • This indefinite madness may only be cured through a ritual offering to Dionysus. This ritual must include the presentation of a tragic play, the sharing of wine, and the sacrifice of an innocent goat.
        • The ritual must be officiated by a Maenad, Satyr, or other devout worshipper of Dionysus.
        • The ritual opens a portal to the domain of Dionysus, where players may retrieve the sanity of this Paladin. 

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

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